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BenAcid

BenAcid

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BenAcid
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  • @Jessbydaylight said:

    https://forum.deadbydaylight.com/en/discussion/comment/974427#Comment_974427

    Its hard to do that when all the survivor mains have one thing to say. No facts, no valid points just a bunch of same repetitive lines. I've literally said i play both sides equally, survivor a little more. I explained how this is a bad idea with facts and figures. But i got the same response from these group of people we so fondly call survivor mains.

    If they say the same wrong points every time you can easily state why they are wrong. If they don't react/only react with bs answers you can ignore them. I don't want to say you should ignore everyone that has a different opinion, but that pretty much happens right now with people saying "you are not objective, you are a X main". It just doesn't help, even igf it is true. Think that part, don't write it. It only makes the other person/side more tilted/salty.

  • Please don't call each other killer/survivor-sided. It pretty much doesn't matter, conter the arguments when they make no sense instead. If a killermain has good feedback an reasonalbe points about a killer-nerf his main-role doesn't matter (same with survivors).

  • I actualy thought the Mods deleted the post for a second after it disapeard. Holy.

    Like I said on the original post, I like the idea and concept.

    It reduces toxic survivor behavior, makes Ruin an Perk that really is optional instead of necessary and adds an interesting layer to the game.

    In a concept I plan on posting today I may include this (as a link)/change my concept to fit your idea.

  • I gotta admit, I didn't read through all the effect-stages etc., but the concept is great. It would lower toxic behavior of survivors, make ruin a Perk that is truely optional instead necessary and make just an over all interisting adition to the game.

    I am working at a early-game objective and maybe I can adjust it a bit to work with this as well.

  • I gotta admit, I didn't read through all the effect-stages etc., but the concept is great. It would lower toxic behavior of survivors, make ruin a Perk that is truely optional instead necessary and make just an over all interisting adition to the game.

    I am working at a early-game objective and maybe I can adjust it a bit to work with this as well.

  • I hope I didn't miss an important point in the comments (I didn't read them all completly), but my opinion is as follows:

    I don't want to say things like "omg that will ruin (haha) the game" before I and others were able to test things, but at this point I don't think those Changes are that great. I play both sides pretty much the same and have a mediocre skill when it somes to great skill-checks. And I see it the way most peaople seem to: Look at gen speed or sometghing else for the early-game instead of this (I may post a concept for that later).

    A change to ruin isn't completly wrong, but this one is. Its a Hex-Perk and can be disabled. If you can't hit greats, go find it. Thats what I do (even at Rank).

    Some people say "If they nerf ruin because it is used to much, nerf BT/DS/...

    Those Perks are anti-tunnel and the devs can't do anything against tunneling in a passiv way (at least I can't think of something), its a playstyle (a ######### one i know).

    Ruin is a different story like I said before. They can adress the reason why it is used that much.

  • (Late) Thanks for the info @DocOctober

    So yeah, still nothing here, no update or items.

    I would really like to know whats going on...

  • Hey, so maybe there is a chance I will get mine too some time soon. May I ask which country you are from, just for referance?

  • Looks neat, even though I dont really know why there is a voting for the survivors at the beginning, this way they know what the killer looks like.
    I think it would be better if
    A. All Survivors looked the same
    or
    B. The Killer could change his appearance, for example he looks like the last survivor he attacked.

    I would also make his gen interaction like this:
    Failing a skillcheck has no effect
    Hitting a normal skillcheck results in a 5% regression
    Hitting a great skillcheck results in a 15% regression

  • I hope I didn't miss this question or its answer already, but are you considering using concepts of the community or at least parts of it?